device/vr/README.md
For a more thorough/high level overview of the entire WebXR stack, please refer to components/webxr
device/vr abstracts WebXR features
across multiple platforms. Note that in some instances, necessary extension
points or potential layering violations will require the creation of an
interface in this directory, and an implementation in components/webxr.
Although the directory is named "vr" both VR and AR features are implemented here. The name is an artifact from the time when it was associated with the now deprecated WebVR API.
When other code in Chrome refers to a device or vr "Runtime" they are usually referring to the implementations in the subfolders here; though it is perhaps better to think of this as Chrome's runtime integration and the actual code that talks to the headset on the platform side as the "Runtime" or "Driver".
Windows and Android are the primary supported platforms, largely because they're the only platforms with significant XR device traction at this point. OpenXR could theoretically provide support on Linux/Mac, but at this time we have not ensured that the code can build nor implemented any necessary loader/other features to enable OpenXr on those platforms.
| API | OS | Supports | Enabled by Default |
|---|---|---|---|
| ARCore | Android | AR | Yes |
| Google Cardboard SDK | Android | VR | Yes |
| OpenXR | Windows | VR | Yes* |
| OpenXR | Windows | AR | No |
| OpenXR | Android | VR | No** |
| OpenXR | Android | AR | No** |
Integrations with some APIs (such as ARCore) have largely been migrated to
this directory and components/webxr. Only minimal browser-side registration
and glue code remains in chrome/browser/vr (e.g.,
chrome_xr_integration_client.cc).
Full documentation for OpenXr may be found here.
To ensure low-latency rendering and prevent main-thread jank, WebXR runtimes
(such as OpenXR) utilize a dedicated thread for frame processing. The
OpenXrRenderLoop class inherits from XRThread, which maps to a dedicated
base::Thread on Windows and a base::android::JavaHandlerThread on Android.
Mojo interfaces for retrieving frame data (XRFrameDataProvider) and submitting
rendered frames (XRPresentationProvider) are bound directly to this dedicated
thread. This allows the renderer process to communicate directly with the VR/AR
device thread, bypassing the browser or utility process main thread for
performance-critical operations.
Runtimes are dynamically discovered and managed using the VRDeviceProvider and
VRDeviceProviderClient interfaces.
VRDeviceProvider.XRRuntime) with the VRDeviceProviderClient
via AddRuntime.The process hosting the device-specific code depends on the platform:
isolated_xr_device service). The
browser process launches this service and brokers the connection between the
renderer and the utility process.On Windows, the device code runs in a sandboxed utility process. The Chrome installers (e.g. mini_installer) and test setup scripts, will ensure that the appropriate permissions (ACLs) are set on the install directory to run in the sandbox. However, if you wish to build and run the code from your local out directory directly, you will need to either disable the sandbox (not recommended as it could lead to an accidental compat issue) or manually set these permissions. The permissions will persist, so the commands need only be run once per out-directory.
To set the appropriate ACLs run:
icacls <chromium out directory> /grant *S-1-15-3-1024-3424233489-972189580-2057154623-747635277-1604371224-316187997-3786583170-1043257646:(OI)(CI)(RX)
icacls <chromium out directory> /grant *S-1-15-3-1024-2302894289-466761758-1166120688-1039016420-2430351297-4240214049-4028510897-3317428798:(OI)(CI)(RX)